Systems and methods for tokenizing and sharing moments in a game

ABSTRACT

Systems and methods for tokenizing moments in a game are disclosed. Exemplary implementations may: create an asset that represents a set of rights pertaining to an occurrence of a given moment in the game. The given moment includes a transition from a first user game state to a second user game state that has occurred to a given user-controlled character. The set of rights includes a right to a given type of usage of the asset. Implementations may include recording ownership of the asset; receiving a request for using the asset according to the given type of usage; verifying whether the requesting player owns the given right; creating a presentation of the game as requested; and presenting the presentation to the requesting player.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods for tokenizing andsharing moments in a game, for a game played in an online gamingplatform.

BACKGROUND

Online gaming platforms are known. Selling digital in-game assets to theusers of online gaming platforms is known.

SUMMARY

One aspect of the present disclosure relates to a system configured fortokenizing moments in a game, wherein the game can be played in anonline gaming platform. The system may include electronic storage, oneor more hardware processors, and/or other components. The electronicstorage may be configured to electronically store information. The oneor more hardware processors may be configured by machine-readableinstructions to perform certain functions and/or embody certainelements. A processor may create an asset that represents a set ofrights pertaining to an occurrence of a given moment in the game. Thegiven moment includes a transition from a first user game state to asecond user game state that has occurred to a given user-controlledcharacter. The set of rights includes a first right to a first type ofusage of the asset. A processor may record ownership of the asset asbeing owned by a first player. A processor may receive a request forusing the asset according to the first type of usage. The request isreceived from the first player. Approval of the request requiresownership of the first right. A processor may verify whether the firstplayer owns the first right as requested. Responsive to the first playerowning the first right, a processor may create a presentation of thegame as requested, and present the presentation to the first player. Aprocessor may transfer the ownership of the asset to a second player. Aprocessor may record the ownership of the asset as being owned by thesecond player. A processor may receive a second request for using theasset according to the first type of usage. The second request isreceived from the first player. Approval of the second request requiresownership of the first right. A processor may verify whether the firstplayer owns the first right as requested in the second request.Responsive to the first player not owning the first right, a processormay deny the second request. A processor may receive a third request forusing the asset according to the first type of usage. The third requestis received from the second player. The processor may verify whether thesecond player owns the first right as requested in the third request.Responsive to the second player owning the first right, a processor maycreate a second presentation of the game as requested in the thirdrequest, and present the second presentation to the second player.

Another aspect of the present disclosure related to a method fortokenizing moments in a game. The method may include creating an assetthat represents a set of rights pertaining to an occurrence of a givenmoment in the game. The given moment may include a transition from afirst user game state to a second user game state that has occurred to agiven user-controlled character. The set of rights may include a firstright to a first type of usage of the asset. The method may includerecording ownership of the asset as being owned by a first player. Themethod may include receiving a request for using the asset according tothe first type of usage. The request is received from the first player.Approval of the request requires ownership of the first right. Themethod may include verifying whether the first player owns the firstright as requested. The method may include, responsive to the firstplayer owning the first right, creating a presentation of the game asrequested, and presenting the presentation to the first player. Themethod may include transferring the ownership of the asset to a secondplayer. The method may include recording the ownership of the asset asbeing owned by the second player. The method may include receiving asecond request for using the asset according to the first type of usage.The second request is received from the first player. Approval of thesecond request requires ownership of the first right. The method mayinclude verifying whether the first player owns the first right asrequested in the second request. The method may include, responsive tothe first player not owning the first right, denying the second request.The method may include receiving a third request for using the assetaccording to the first type of usage. The third request is received fromthe second player. The method may include verifying whether the secondplayer owns the first right as requested in the third request. Themethod may include, responsive to the second player owning the firstright, creating a second presentation of the game as requested in thethird request and presenting the second presentation to the secondplayer.

As used herein, any association (or relation, or reflection, orindication, or correspondency) involving servers, processors, clientcomputing platforms, assets, rights, types of usage, ownership,instructions, operations, user game states, steps, ownership, requests,verifications, presentations, sales, transfers, notifications,blockchains, approvals, denials, and/or another entity or object thatinteracts with any part of the system and/or plays a part in theoperation of the system, may be a one-to-one association, a one-to-manyassociation, a many-to-one association, and/or a many-to-manyassociation or N-to-M association (note that N and M may be differentnumbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured for tokenizing moments in a game,in accordance with one or more implementations.

FIG. 2 illustrates a method for tokenizing moments in a game, inaccordance with one or more implementations.

FIGS. 3A-3B illustrate an occurrence of a given moment in a game thatmay be played by a player controlling a user-controlled character, asmay be used in a system configured for tokenizing moments in a game, inaccordance with one or more implementations.

FIGS. 3C-3D illustrate a type of usage of an asset, as may occur in asystem configured for tokenizing moments in a game, in accordance withone or more implementations.

FIGS. 4A-4B illustrate exemplary blockchains as may be used by a systemconfigured for tokenizing moments in a game, in accordance with one ormore implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured for tokenizing and sharingmoments in a game, for a game played in one or more gaming platforms 105(e.g., an online gaming platform), in accordance with one or moreimplementations. In some implementations, system 100 may include one ormore of electronic storage 130, one or more servers 102, one or moreclient computing platforms 104, one or more gaming platforms 105, one ormore blockchains 111, one or more external resources 128, and/or othercomponents.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Users 123 may access system 100 via client computingplatform(s) 104. Users 123 (also referred to as players) may include oneor more of a first user, a second user, a third user, a fourth user,and/or other users.

In some implementations, system 100 and/or servers 102 may be configuredto communicate with one or more of (online) gaming platform(s) 105,users 123, blockchain(s) 111, and/or other components. As used herein,gaming platform 105 may refer to either an individual game, a type ofgaming console and its ecosystem, and/or both. Gaming platform 105 maybe operated, hosted, and/or owned by a stakeholder of gaming platform105. Users 123 may include players who play on gaming platform 105. Insome implementations, gaming platform 105 may include an online storethat sells and/or otherwise transfers (in-game) virtual items that maybe used within gaming platform 105.

As used herein, the term “game state” may refer to some or all of thevariables that define the progress and/or status of a player and/or theplayer's account within an online gaming platform, e.g., gaming platform105. In some implementations, a given game state may include informationthat defines context and/or status of a game and/or an online gamingplatform. For example, in some implementations, users may save thecurrent game state to preserve their progress (e.g., in a given level ormission of a game), and load the saved game state at a future time torestore their progress and/or status as if they had taken no actionsafter the moment of saving their game state and/or the game had beensomehow frozen in time. For example, whatever items or health were lostafter the moment of saving the game state would be restored upon loadingthe saved game state. In some implementations, users may save and/orrestore game state at particular save points and/or restore points. Insome implementations, save points and/or restore points may be specificlocations within a virtual space of an online game such as, for example,the beginning of a level, mission, and/or battle.

As used herein, the term “user game state” may refer to some or all ofthe variables that define the position of the user (or a user-controlledcharacter) at a particular moment within an online gaming platform(e.g., gaming platform 105), such as a location within a virtual spaceof an online game. In some implementations, a given user game state mayinclude information that defines context and/or status of a game and/oran online gaming platform. The user game state at the current time maybe referred to as the current user game state. In some implementations,a current position may include a heading and/or direction of the user orthe user-controlled character. In some implementations, a currentposition may include the posture of the user-controlled character, suchas, e.g., laying down, sitting, standing, etc. In some implementations,a current position may include the position of one or more body parts ofthe user and/or the user-controlled character, such as, e.g., theposition of feet, legs, arms, wings, etc. In some implementations, acurrent position may include a velocity and/or acceleration of the useror the user-controlled character. In some implementations, the contextand/or status defined in information included in a given user game statemay include positions of other users and/or elements within the game atthe particular moment such as, by way of non-limiting example, thepositions of different vehicles during a race, the positions ofdifferent players during a battle/match, the positions of enemies and/orobstacles during a challenge/mission, and so forth.

An in-game action, an operation taken and/or performed by an individualuser, and/or a passage of time (even when no action is explicitly takenby a player) may advance the current user game state of an individualplayer to a subsequent user game state of the individual player. Forexample, a particular user-controlled character controlled by anindividual player may be at a location with coordinates (X0, Y0) withina virtual space. This location may be part of the current user gamestate of the individual player and/or the particular user-controlledcharacter. By taking a step in a particular direction, the subsequentuser game state of the individual player and/or the particularuser-controlled character may include, define, and/or otherwise beassociated with a subsequent location having coordinates (X1, Y1) withinthe virtual space. Next, by taking another step in a particulardirection, the next user game state may be associated with the nextlocation having coordinates (X1, Y2) within the virtual space.Individual user game states may be associated with one or more types ofdifferent timing information. For example, the user game stateassociated with coordinates (X0, Y0) may be associated with a timestampof t=0, the user game state associated with coordinates (X1, Y1) may beassociated with a timestamp of t=1, the user game state associated withcoordinates (X1, Y2) may be associated with a timestamp of t=2, and soforth. In some implementations, timestamps do not need to increment bythe same amount. For example, if the individual player had waited to thetake the next step described above, the user game state associated withcoordinates (X1, Y2) may have been associated with a timestamp of t=5.

In some implementations, system 100 and/or one or more components ofsystem 100 may be configured to execute an instance of a game (e.g., anonline game) to facilitate presentation of the game to users 123, and/orto implement in-game actions in the instance of the game, e.g., inresponse to action requests for the in-game actions by users 123. Thegame may be provided via a virtual space, and may include a plurality ofresource types and/or maps. An instance of the virtual space may beexecuted by one or more computer components to determine views of thevirtual space. In some implementations, the view may be communicated(e.g., by streaming, via object/position data, and/or other information)from server(s) 102 and/or other sources to client computing platforms104 for presentation to users 123. The view determined and transmittedto a given client computing platform 104 may correspond to a location inthe virtual space (e.g., the location from which the view is taken, thelocation the view depicts, and/or other locations), a zoom ratio, adimensionality of objects, a point-of-view, and/or view parameters. Insome implementations, one or more view parameters may be selectable by auser.

The instance of the virtual space may include a simulated space that isaccessible by users 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a user. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more users, and/or include one or more objectspositioned within the topography that are capable of locomotion and/ormovement within the topography. In some implementations, the topographymay be a 2-dimensional topography. In some implementations, thetopography may be a 3-dimensional topography. The topography may includedimensions of the simulated space, and/or surface features of a surfaceor objects that are native to the simulated space. In someimplementations, the topography may include a surface (e.g., a groundsurface) that runs through at least a substantial section of thesimulated space. In some implementations, the topography may describe avolume with one or more bodies positioned therein. The instance executedby the computer components may be synchronous, asynchronous, and/orsemi-synchronous.

Within the instance of the virtual space, users 123 may controlcharacters, objects, simulated physical phenomena, and/or other elementswithin the virtual space to interact with the virtual space and/or eachother. The user characters may include avatars. As used herein, the term“user character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual user. Aparticular user character may be controlled by the particular user withwhich it is associated. Such user characters may be referred to asuser-controlled characters. User-controlled element(s) may move throughand interact with the virtual space (e.g., non-user characters in thevirtual space, other objects in the virtual space, etc.).User-controlled elements controlled by and/or associated with a givenuser may be created and/or customized by the given user. Individualusers may have an “inventory” of virtual goods and currency (e.g.,resources of the plurality of resource types) that the individual usercan use (e.g., by manipulation of a user character and/or otheruser-controlled elements) and/or other items, to perform in-game actionswithin the virtual space.

In some implementations, system 100 may include a (distributed)blockchain that may be maintained by a distributed computing platform(not shown in FIG. 1 ). In some implementations, the distributedcomputing platform may be implemented by a set of client computingplatforms and/or servers. The distributed computing platform may supporta virtual machine (not shown in FIG. 1 ). The distributed computingplatform and/or the virtual machine may form a runtime environment forsmart contracts and/or other executable code. In some implementations,the distributed computing platform may include electronic storageconfigured to store part or all of blockchain(s) 111. The smartcontracts may be stored on blockchain(s) 111. In some implementations,the distributed computing platform may be the EOSIO platform. In someimplementations, the distributed computing platform may be Ethereum. Insome implementations, the distributed computing platform may be similarto Ethereum. In some implementations, the virtual machine may be adecentralized virtual machine.

A distributed blockchain may act as a (decentralized) database thatstores a registry and/or ledger of assets and transactions across one ormore networks. In some implementations, a ledger may be implemented as adatabase. For example, a blockchain is a type of ledger, as well as atype of decentralized database that stores a registry of assets andtransactions. A given asset may be owned by a particular user. An assetmay include anything of material value or usefulness that is owned by oron behalf of a person or company, including but not limited to assetscreated by asset component 108, and/or other assets. In someimplementations, a right pertaining to an object may be an asset, theobject being a physical or a virtual item. Multiple rights may form aset of rights or a bundle of rights that may be transferred and/orotherwise acted on or operated on together. For example, rights mayinclude a right to use, a right to sell, a right to destroy, and/orother rights.

In some implementations, tokens may be a type of asset. In someimplementations, tokens may include one or more of security tokens,utility tokens, payment tokens, initial coin offering (ICO) tokens,virtual currency tokens, crypto tokens, ERC-20 tokens, EOS tokens,and/or other tokens. In some implementations, tokens not only representvalue, but may have a specific use in a particular distributed computingplatform, e.g., in the operation of blockchain 111.

In some implementations, blockchain(s) 111 may record and/or registerownership of assets. Alternatively, and/or simultaneously, blockchain(s)111 may register transactions that modify ownership of assets. A smartcontract may be a type of asset. In some implementations, once a smartcontract has been added to a blockchain, the smart contract may bereferred to as published, posted, registered, and/or recorded. Elementsof blockchain(s) 111 may be grouped together in units that are referredto as blocks. For example, an individual block may include one or moreassets and one or more transactions. For example, an individual blockmay be linked to one or more other individual blocks. Individual blocksmay be linked or chained together to form a structure of blocks and/or ahierarchy of blocks, such as, e.g., a chain of blocks. An individualblock may include one or more assets, one or more transactions, and/orother information.

In some implementations, blockchain(s) 111 may be publicly accessibleand append-only. In some implementations, existing blocks of adistributed blockchain can substantially not be altered or deleted,unless multiple copies of the distributed blockchain are altered. Thisis unlikely to happen provided that multiple copies of the distributedblockchain are stored on different computing platforms, e.g., indifferent geographical locations. The distributed blockchain may bereplicated on multiple computing platforms, preferably in multipledifferent geographical locations. Additionally, individual blocks may belinked together in a manner that prevents tampering, such as, e.g.,using a hash chain and/or digital signatures. In particular, hash valuesmay be generated using fixed-output-length one-way hashing functionsthat take variable-length input, and may be effectively impossible (or,at least, computationally infeasible) to reverse. As such, a hashingfunction may provide one-way encryption. By way of non-limiting example,the hashing function may be SHA-256, BLAKE2, SHAKE256, and/or anotherhashing function. Contents of individual blocks, transactions, and/orassets may be digitally signed in a manner that prevents tampering,e.g., by providing authentication.

Server(s) 102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of assetcomponent 108, ownership component 110, request component 112, creationcomponent 114, experience component 116, transfer component 118,blockchain component 120, modification component 122, and/or otherinstruction components.

Asset component 108 may be configured to create assets. The assets mayinclude a first asset, a second asset, a third asset, and so forth. Theassets may represent certain rights, e.g. a set of rights. Individualrights may pertain to occurrences of moments in a game that is played inonline gaming platform 105. In some implementations, individual momentsmay include transactions between different user game states. Thedifferent user game states may have occurred and/or otherwise happenedto different players and/or their user-controller characters in thegame. For example, a given moment may include a transition from a firstuser game state to a second user game state. In some implementations, aset of rights as represented by an individual asset may include one ormore rights to one or more different types of usage of the individualasset. For example, a given set of rights may include a first right, asecond right, a third right, and so on. For example, the first right maybe a right to a first type of usage of the individual asset, the secondright may be a right to a second type of usage of the individual asset,the third right may be a right to a third type of usage of theindividual asset, and so on. In some implementations, assets may bemanaged by online gaming platform 105, blockchain 111, and/or othercomponents of system 100. For example, in some implementations, a givenasset may be included in (or accessible through) a user inventory of auser of online gaming platform 105. For example, in someimplementations, a given asset may be recorded on (or accessiblethrough) blockchain 111.

In some implementations, the rights to different types of usage that maybe represented in an individual asset may include a right to (re)playvideo information (i.e., information including one or more of audiocontent, visual content, and/or animated content) that has been (orcould have been) captured at the occurrence of a given moment (e.g., asit occurred to an original user-controlled character in the givenmoment), including but not limited to pre-rendered visual content. Forexample, the video information may depict the occurrence of the givenmoment in the game (as occurring to the original user-controlledcharacter). For example, the given moment may be the winner of acompetition receiving a medal and/or other award. Replaying the videothat depicts this given moment may require ownership of the individualasset. In some implementations, only the owner of the individual assetmay be able to replay this video (and this owner may be a differentplayer than the winner). In other words, the player that originallyexperienced the given moment may be excluded from one or more rights toone or more types of usage pertaining to the occurrence of this givenmoment (such as, for example, the right to play a video that depicts thegiven moment). In some implementations, this type of usage may be notinteractive, in that the owner cannot alter the main transition includedin the given moment. In some implementations, the owner may be able tomodify one or more visual parameters such as camera angles,points-of-view, changes in ambient lighting, time-of-day, weatherpatterns, and/or other modifications that change the depiction uponreplay of the video, without altering the main transition included inthe given moment. In some implementations, this type of usage mayinclude sharing and/or posting the video information, e.g., on socialmedia. In some implementations, this right may be referred to as thefirst right. In some implementations, this type of usage may be referredto as the first type of usage.

In some implementations, the rights to different types of usage that maybe represented in an individual asset may include another right toplayback video information based on captured game information, suchthat, when played, the video information depicts an occurrence of agiven moment in the game as if it occurred (or is occurring) to aparticular user-controlled character that is different from the originaluser-controlled character. For example, assuming the individual asset isowned by a given player, the played video information may depict thegiven moment occurring to the particular user-controlled character thatis usually controlled by the given player. For example, the given momentmay be a competitor in a race crossing the finish-line just ahead ofanother character. The played video may depict the given player crossingthe finish-line just ahead of another character, as if the given playerwas a competitor in this race. In some implementations, this type ofusage may be not interactive, in that the owner cannot alter the maintransition included in the given moment, even though the owner may causeother modifications that change the depiction of the video, withoutaltering the main transition included in the given moment. In someimplementations, this right may be referred to as the second right. Insome implementations, this type of usage may be referred to as thesecond type of usage.

By way of non-limiting example, FIG. 3A and FIG. 3B illustrates anoccurrence of a moment 32 in a game played by (user-controlled) in-gamecharacter 33 in a topography 31. Moment 32 may include a transition froma first user game state (depicted in FIG. 3A) to a second user gamestate (depicted in FIG. 3B). Topography 31 includes a set of objects,including a first object 31 a, and a sixth object 31 f. Subsequent tothe first user game state, in-game character 33 may perform in-gameoperation 30 a (here, at timestamp t=0), in-game operation 30 b (here,at timestamp t1), in-game operation 30 c (here, at timestamp t2),in-game operation 30 d (here, at timestamp t3), and in-game operation 30e (here, at timestamp t4), to arrive at the second user game statedepicted in FIG. 3B, with in-game character 33 at the top of sixthobject 31 f (celebrating the accomplishment of reaching this location,for example).

Referring to FIG. 1 , in some implementations, the rights to differenttypes of usage that may be represented in an individual asset mayinclude yet another right to replay the game interactively. The replaymay be based on captured game information, such that the replay maydepict an occurrence of a given moment in the game as if is occurring tothe original user-controlled character, but while the originaluser-controlled character is controlled by the owner of the individualasset. If the given moment includes a transition from a first user gamestate to a second user game state, the replay may include a user gamestate that is the same as or similar to the first user game state, and aplayer may interactively control the original user-controlled character(or a character similar to that character) in an effort to transition toa subsequent user game state that is the same as or similar to thesecond user game state. For example, the given moment may be a starsoccer-player in a championship game taking a last-second free kick towin the match. The owner may interactively control the originaluser-controlled character (here, the star soccer-player) and attempt tomake the same or a similar free kick. In some implementations, this typeof usage may be interactive, in that the owner controls whether the maintransition included in the given moment occurs again (or whether asimilar transition occurs). In some implementations, this right may bereferred to as the third right. In some implementations, this type ofusage may be referred to as the third type of usage.

In some implementations, the different types of rights that may berepresented in an individual asset may include yet another right to(re)play the game interactively, based on captured game information. Thereplay may depict an occurrence of a given moment in the game as it isoccurring to a particular user-controlled character that is differentfrom the original user-controlled character. For example, the replay maydepict the given moment occurring to the particular user-controlledcharacter that is usually controlled by the owner of the individualasset. If the given moment includes a transition from a first user gamestate to a second user game state, the replay may include a user gamestate that is the same as or similar to the first user game state, and aplayer may interactively control the particular user-controlledcharacter in an effort to transition to a subsequent user game statethat is the same as or similar to the second user game state. Forexample, the given moment may be taking the last shot that kills theboss at the end of a difficult mission. The replay may start just beforethe original user-controlled character took this last shot and completedthe difficult mission. The owner of the individual asset mayinteractively control the particular user-controlled character (or anyuser-controlled character that is available for gameplay to the owner)and attempt to take an action (such as a shot) that kills the boss. Insome implementations, one or more attributes, skills, weapons, and/orvirtual items that were available to the original user-controlledcharacter when the given moment originally occurred may be madeavailable to the particular user-controlled character used by the ownerof the individual asset. This may be needed and/or helpful in making therecreation of this moment possible, or at least more likely. In someimplementations, this type of usage may be interactive, in that theowner controls whether the main transition included in the given momentoccurs again (or whether a similar transition occurs). In someimplementations, this right may be referred to as the fourth right. Insome implementations, this type of usage may be referred to as thefourth type of usage.

By way of non-limiting example, FIG. 3C and FIG. 3D illustrates a typeof usage of an asset that represents a right to interactively replay aparticular moment in the game (here, moment 32 of FIGS. 3A-3B).Interactive replay may use (user-controlled) in-game character 30 in atopography 31, starting at a first user game state that is similar asthe first user game state of FIG. 3A. The player (who owns the asset)may play the game and attempt to recreate the second user game statedepicted in FIG. 3B, by reaching the top of sixth object 31 f.Subsequent to the first user game state, in-game character 30 mayattempt to perform similar in-game operations as described in relationto FIG. 3A, to arrive at the second user game state depicted in FIG. 3D,with in-game character 30 at the top of sixth object 31 f (here,depicted as celebrating the accomplishment of reaching this location,for example).

Referring to FIG. 1 , ownership component 110 may be configured torecord ownership of assets. For example, ownership may signify aparticular relationship between assets and one or more users. In someimplementations, ownership may be exclusive, e.g., to one user. In someimplementations, ownership component 110 may be configured to verifywhether a particular players owns a particular right, e.g., the right asrequested in a request received by request component 112. In someimplementations, ownership component 110 may be configured to deny aparticular request, e.g., responsive to verification of ownershipfailing. In some implementations, ownership component 110 may(co)operate with one or more other components of system 100 to recordand/or verify ownership of assets on blockchain 111, e.g., by analyzingthe history of recorded transactions of a particular asset.

Request component 112 may be configured to receive requests from users.The request may pertain to using a given asset according to a given typeof usage. For example, a first request from a first user may pertain tousing a first asset according to a first type of usage. For example, asecond request from a second user may pertain to using a second assetaccording to a second type of usage, and so forth. The second user mayrequest to use the first asset, the first user may request to use thesecond asset, and any combination of users requesting to use assets areenvisioned within this disclosure. In some implementations, approval ofa particular request may require ownership of either the asset inquestion, or the particular right of usage as requested. In someimplementations, approval of a particular request may be conditioned onone or more requirements, including, but not limited to, requirementspertaining to the requesting user, the asset in question, or theparticular right of usage as requested. In some implementations, aparticular request can only be made responsive to the requesting playerhaving ownership of either the asset in question, or the particularright of usage as requested. In some implementations, a request may beimplicit and/or implied by an action of a player, such as enteringand/or selecting user input pertaining to using a given asset accordingto a given type of usage. In some implementations, request component 112may be configured to determine one or more verifications related to arequest, including but not limited to verifications of the one or morerequirements. For example, in some implementations, request component112 may be configured to deny a particular request, e.g., responsive toone or more of the verifications failing.

Creation component 114 may be configured to create presentations, e.g.,of the game. In some implementations, creation component 114 may beconfigured to create presentations as requested. For example, if arequest by a particular player is to use an individual asset accordingto a first type of usage, the created presentation may include a videothat can be played by the particular player, as described above. Forexample, if a request is to use an individual asset according to a thirdtype of usage, the created presentation may include an interactiveversion of the game that the particular player can replay and/orcontrol, as described above. The created presentation may include a usergame state that is the same as or similar to the first user game stateof the individual asset, and the particular player may interactivelycontrol the original user-controlled character (or a character similarto that character) in an effort to transition the user game state to asubsequent user game state that is the same as or similar to the seconduser game state of the individual asset. In some implementations,actions performed by creation component 114 may occur responsive toparticular results for particular verifications (e.g., a verificationregarding ownership of the request-specific individual assets). In someimplementations, presentations may be referred to as experiences.

Experience component 116 may be configured to present presentationsand/or experiences to users. For example, experience component 116 maybe configured to present presentations as created by creation component114. In some implementations, experience component 116 may be configuredto effectuate presentations being presented to users, e.g. throughclient computing platforms 104, user interfaces 125, gaming platforms105, and/or other components of system 100. In some implementations,actions performed by experience component 116 may occur responsive toparticular results for particular verifications (e.g., a verificationregarding ownership of the request-specific individual assets).

Transfer component 118 may be configured to transfer assets betweenusers. In some implementations, transfer component 118 may be configuredto transfer ownership of assets, for example from one player to anotherplayer. In some implementations, transfer component 118 may beconfigured to modify ownership of a particular asset as previouslyrecorded to reflect a transfer of the particular asset to a new owner.In some implementations, operations by transfer component 118 may occurresponsive to a purchase. For example, a second player may purchase agiven asset from a first player. Responsive to such a purchase, thegiven asset may be transferred to the second player by transfercomponent 118. In some implementations, completion of purchases mayinclude recording of transactions on blockchain 111.

Blockchain component 120 may be configured to perform actions onblockchain 111, including but not limited to recordingtransactions/transfers of assets, recording and/or verifying ownershipof assets, recording modifications in ownership, analyzing ownership ofparticular assets (e.g., through the history of recorded transactions),and/or other actions. For example, in some implementations, ownershipcomponent 110 may use one or more functions provided by blockchaincomponent 120 to perform one or more of the actions and/or featuresattributed to ownership component 110, including but not limited torecording and/or verifying ownership of particular assets. For example,in some implementations, assets may be implemented as smart contracts onblockchain 111. A verification of asset-ownership may accordingly beimplemented as a function on a particular smart contract. Moreover, atransfer of ownership may be implemented by recording and/or storing anaddress (that identifies the new owner of a particular asset) toblockchain 111 and/or the particular smart contract.

By way of non-limiting example, FIG. 4A illustrates a blockchain 111 athat implements a blockchain including a block 0, a block 1, and a block2. As time progresses, more blocks may be added to blockchain 111 a. Theblocks within blockchain 111 a are ordered. As shown in block 0, threeassets (indicated by a capital “A”) are created and/or generated, andsubsequently assigned to three users or players: a first asset isassigned to user i (Ui), a second asset is assigned to user j (Uj), anda third asset is assigned to user k (Uk). As used in the context ofblockchains, assignments may be recordations of ownership. These assetsmay be individually manifested, deployed, and/or instantiated through anasset component similar to asset component 108 (see FIG. 1 ). Block 1 isconnected to block 0 (as indicated by a link 40 a), for example byincluding an address of block 1 in block 0, or vice versa. Likewise,block 1 is connected to block 2, as indicated by a link 40 b.

In block 1, one asset (labeled Ax) is assigned to user q (Uq), forexample by associating an address of user q to asset Ax. For example,the asset in block 1 may be an individual asset created by an assetcomponent similar to asset component 108 (see FIG. 1 ). Asset Ax mayrepresent a set of rights pertaining to an occurrence of a given momentin a game that occurred on gaming platform 105 (not shown).Additionally, block 1 includes two transactions (indicated by a capital“T”): a first transaction from user i to user j, and a secondtransaction from user j to user k. Block 2 includes a first transactionfrom user j to user m, and a second transaction from user j to user n.In some implementations, based on the contents of the blocks, any userof blockchain 111 a may determine the current assets of blockchain 111a, and the balances of any user. In some implementations, the balance ofa particular user may be verified prior to adding a transaction thatreduces that particular user's balance. For example, an individual usermay not be allowed to transfer assets the individual user does not own.

By way of non-limiting example, FIG. 4B illustrates a blockchain 111 bthat includes the same blocks as blockchain 111 a of FIG. 4A, plusadditional blocks (block 3, block 4, block 5) that have been appended tothe blockchain. Block 3 may be connected to block 2 (as indicated by alink 40 c), block 4 may be connected to block 3 (as indicated by a link40 d), and block 5 may be connected to block 4 (as indicated by a link40 e). In block 3, a smart contract 41 (indicated by a capital “C”) isposted. For example, smart contract 41 may have been generated to aid orimplement different types of usage of asset Ax (and/or other actionsrelated to asset Ax). In FIG. 4B, a function call to a function definedby smart contract 41 (e.g., to request a particular type of usage ofasset Ax) may be depicted and/or implemented as a transaction (e.g., thefunction may be invoked in exchange for consideration). In someimplementations, smart contract 41 may have been posted to blockchain111 b by (or on behalf of) an owner or creator of asset Ax. Referring toFIG. 4B, for example, smart contract 41 may include or refer to asset Axand record that asset Ax is currently owned by user q (Uq). In block 4,one asset is assigned to user p (Up). Additionally, block 4 includes atransaction (indicated by a capital “T”): a transaction from user i touser n. For example, the transaction may represent a purchase of a firstvirtual item by user n. Additionally, block 4 includes a transactionfrom user q to the same smart contract as depicted in block 3. Forexample, the transaction may represent user q requesting a particularusage of asset Ax (this is the first request). Block 5 includes threetransactions (indicated by a capital “T”): a first transactionrepresenting a transfer of ownership of asset Ax from old owner user qto new owner user p. A second transaction may represent user prequesting another particular usage of asset Ax (this is the secondrequest). A third transaction may represent user q requesting aparticular usage of asset Ax (this is the third request). For example,the first request (responsive to the transaction in block 4) may begranted, since the requesting user is the owner of asset Ax (here, userq). For example, the second request (responsive to a transaction inblock 5) may be granted, since the requesting user is the new owner ofasset Ax (here, user p). For example, the third request (responsive to atransaction in block 5) may be denied, because the requesting user q isno longer the owner of asset Ax after the transfer transaction in block5.

Referring to FIG. 1 , modification component 122 may be configured tomodify user-controlled characters and/or presentations ofuser-controlled characters within gaming platform 105. In someimplementations, modifications by modification component 122 may occurresponsive to verifications regarding ownership of particular individualassets. In some implementations, the modification may include a visualelement that other players in the game can readily distinguish, assumingthey are knowledgeable of this modification mechanism (this visualelement may also be referred to as a visual distinction). In someimplementations, the modification may be such that players can only bemodified in this manner if they are the owner of a particular right orasset. For example, in some implementations, the modification mayinclude a visually distinctive deformity or scar. For example, in someimplementations, the modification may include a visually distinctiveembellishment of a weapon or other virtual item (e.g., etching a skullinto a weapon). For example, in some implementations, the modificationmay include a trophy, patch, medal, armor, and/or other virtual itemthat signifies to knowledgeable players in the game that the owner ofsuch a modification either has experienced a particular moment in thegame, or owns the corresponding asset or rights thereof as described inthis disclosure, or both. In some implementations, modifications bymodification component 122 may be reversible. For example, a firstplayer may have a visually distinctive modification (e.g., to aparticular weapon) as long as the first player owns a particular asset.As soon as the first player sells the particular asset to a secondplayer, the visually distinctive modification of the first player (here,the particular weapon) may be reverted. For example, the second playermay then have a (similar or different) visually distinctive modification(e.g., an embellishment of a different weapon, a distinctive scar, astriped tail, a third eye, etc. etc.).

In some implementations, server(s) 102, client computing platform(s)104, and/or external resources 128 may be operatively linked via one ormore electronic communication links. For example, such electroniccommunication links may be established, at least in part, via one ormore networks 13, including but not limited to the Internet and/or othernetworks. It will be appreciated that this is not intended to belimiting, and that the scope of this disclosure includes implementationsin which server(s) 102, client computing platform(s) 104, and/orexternal resources 128 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 128, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a smartwatch, a gaming console, and/or other computing platforms.

External resources 128 may include sources of information outside ofsystem 100, external entities participating with system 100, and/orother resources. For example, in some implementations, externalresources 128 may include a sales platform through which assets may bepurchased and sold between different users. In some implementations,some or all of the functionality attributed herein to external resources128 may be provided by resources included in system 100.

Server(s) 102 may include electronic storage 130, one or more processors132, and/or other components. Server(s) 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server(s) 102 in FIG.1 is not intended to be limiting. Server(s) 102 may include a pluralityof hardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server(s) 102. Forexample, server(s) 102 may be implemented by a cloud of computingplatforms operating together as server(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120,and/or 122, and/or other components. Processor(s) 132 may be configuredto execute components 108, 110, 112, 114, 116, 118, 120, and/or 122,and/or other components by software; hardware; firmware; somecombination of software, hardware, and/or firmware; and/or othermechanisms for configuring processing capabilities on processor(s) 132.As used herein, the term “component” may refer to any component or setof components that perform the functionality attributed to thecomponent. This may include one or more physical processors duringexecution of processor readable instructions, the processor readableinstructions, circuitry, hardware, storage media, or any othercomponents.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, and/or 122 are illustrated in FIG. 1 as being implementedwithin a single processing unit, in implementations in whichprocessor(s) 132 includes multiple processing units, one or more ofcomponents 108, 110, 112, 114, 116, 118, 120, and/or 122 may beimplemented remotely from the other components. The description of thefunctionality provided by the different components 108, 110, 112, 114,116, 118, 120, and/or 122 described below is for illustrative purposes,and is not intended to be limiting, as any of components 108, 110, 112,114, 116, 118, 120, and/or 122 may provide more or less functionalitythan is described. For example, one or more of components 108, 110, 112,114, 116, 118, 120, and/or 122 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 108, 110, 112,114, 116, 118, 120, and/or 122. As another example, processor(s) 132 maybe configured to execute one or more additional components that mayperform some or all of the functionality attributed below to one ofcomponents 108, 110, 112, 114, 116, 118, 120, and/or 122.

FIG. 2 illustrates a method 200 for tokenizing moments in a game, inaccordance with one or more implementations. The operations of method200 presented below are intended to be illustrative. In someimplementations, method 200 may be accomplished with one or moreadditional operations not described, and/or without one or more of theoperations discussed. Additionally, the order in which the operations ofmethod 200 are illustrated in FIG. 2 and described below is not intendedto be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an asset is created that represents a set of rightspertaining to an occurrence of a given moment in the game. The givenmoment includes a transition from a first user game state to a seconduser game state that has occurred to a given user-controlled character.The set of rights includes a first right to a first type of usage of theasset. In some embodiments, operation 202 is performed by an assetcomponent the same as or similar to asset component 108 (shown in FIG. 1and described herein).

At an operation 204, ownership of the asset is recorded as being ownedby a first player. In some embodiments, operation 204 is performed by anownership component the same as or similar to ownership component 110(shown in FIG. 1 and described herein).

At an operation 206, a request is received for using the asset accordingto the first type of usage. The request is received from the firstplayer. Approval of the request requires ownership of the first right.In some embodiments, operation 206 is performed by a request componentthe same as or similar to request component 112 (shown in FIG. 1 anddescribed herein).

At an operation 208, whether the first player owns the first right asrequested is verified. In some embodiments, operation 208 is performedby an ownership component the same as or similar to ownership component110 (shown in FIG. 1 and described herein).

At an operation 210, responsive to the first player owning the firstright, a presentation of the game as requested is created. In someembodiments, operation 210 is performed by a creation component the sameas or similar to creation component 114 (shown in FIG. 1 and describedherein).

At an operation 212, responsive to the first player owning the firstright, the presentation is presented to the first player. In someembodiments, operation 212 is performed by an experience component thesame as or similar to experience component 116 (shown in FIG. 1 anddescribed herein).

At an operation 214, the ownership of the asset is transferred to asecond player. In some embodiments, operation 214 is performed by atransfer component the same as or similar to transfer component 118(shown in FIG. 1 and described herein).

At an operation 216, the ownership of the asset is recorded as beingowned by the second player. In some embodiments, operation 216 isperformed by an ownership component the same as or similar to ownershipcomponent 110 (shown in FIG. 1 and described herein).

At an operation 218, a second request is received for using the assetaccording to the first type of usage. The second request is receivedfrom the first player. Approval of the second request requires ownershipof the first right. In some embodiments, operation 218 is performed by arequest component the same as or similar to request component 112 (shownin FIG. 1 and described herein).

At an operation 220, whether the first player owns the first right asrequested in the second request is verified. In some embodiments,operation 220 is performed by an ownership component the same as orsimilar to ownership component 110 (shown in FIG. 1 and describedherein).

At an operation 222, responsive to the first player not owning the firstright, the second request is denied. In some embodiments, operation 222is performed by an ownership component the same as or similar toownership component 110 (shown in FIG. 1 and described herein).

At an operation 224, a third request is received for using the assetaccording to the first type of usage. The third request is received fromthe second player. In some embodiments, operation 224 is performed by arequest component the same as or similar to request component 112 (shownin FIG. 1 and described herein).

At an operation 226, whether the second player owns the first right asrequested in the third request is verified. In some embodiments,operation 226 is performed by an ownership component the same as orsimilar to ownership component 110 (shown in FIG. 1 and describedherein).

At an operation 228, responsive to the second player owning the firstright, a second presentation of the game as requested in the thirdrequest is created. In some embodiments, operation 228 is performed by acreation component the same as or similar to creation component 114(shown in FIG. 1 and described herein).

At an operation 230, responsive to the second player owning the firstright, the second presentation is presented to the second player. Insome embodiments, operation 230 is performed by an experience componentthe same as or similar to experience component 116 (shown in FIG. 1 anddescribed herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system configured for tokenizing gameplay thathas occurred in a game, wherein the game is played by users of an onlinegaming platform, wherein the users include a first player and a secondplayer, wherein the first player controls a first user-controlledcharacter in the game, the system comprising: electronic storageconfigured to electronically store information; and one or more hardwareprocessors configured by machine-readable instructions to: establish oneor more connections between one or more servers and one or more clientcomputing platforms associated with the users, the one or more clientcomputing platforms including a first client computing platformassociated with the first player, wherein a first connection isestablished between the one or more servers and the first clientcomputing platform; create an asset that represents a set of rightspertaining to an occurrence of a given moment in the game, wherein thegiven moment includes a transition from a first user game state to asecond user game state that has occurred to the first user-controlledcharacter, wherein the set of rights includes a first right to a firsttype of usage of the asset; record, on a distributed ledger, ownershipof the asset as being owned by the second player, wherein thedistributed ledger is a blockchain; receive, via the first clientcomputing platform, a request from the second player for using the assetaccording to the first type of usage, wherein approval of the requestrequires the ownership of the asset; and responsive to the second playerowning the ownership of the asset, approve the request.
 2. The system ofclaim 1, wherein the first type of usage of the asset includes replayingvideo information that has been captured at the occurrence of the givenmoment in the game, wherein the video information depicts the occurrenceof the given moment in the game.
 3. The system of claim 1, wherein theone or more client computing platforms further include a second clientcomputing platform associated with the second player, wherein the secondplayer controls a second user-controlled character in the game, whereinthe set of rights further includes a second right to a second type ofusage of the asset, wherein the second type of usage of the assetincludes replaying the game from the first user game state to the seconduser game state as a given user-controlled character, wherein the one ormore hardware processors are further configured to: receive, via thesecond client computing platform, an additional request from the secondplayer for using the asset according to the second type of usage;present the game depicting the second player replaying the game from thefirst user game state to the second user game state as the seconduser-controlled character.
 4. The system of claim 1, wherein the one ormore client computing platforms further include a second clientcomputing platform associated with the second player, wherein the secondplayer controls a second user-controlled character in the game, whereinthe set of rights further includes a third right to a third type ofusage of the asset, wherein the third type of usage of the assetincludes replaying the game interactively from the first user game stateto the second user game state as a user-controlled character controlledby a player that is recorded as owning the asset, wherein the one ormore hardware processors are further configured to: receive, via thesecond client computing platform, a given request from the second playerfor using the asset according to the third type of usage; and presentthe game depicting the second player interactively replaying the gamefrom the first user game state to the second user game state as thesecond user-controlled character.
 5. The system of claim 1, whereinrecording the ownership of the asset is performed through a transactionon the blockchain.
 6. The system of claim 1, wherein the one or morehardware processors are further configured to perform a verificationpertaining to the ownership of the asset.
 7. The system of claim 6,wherein the verification that the second player owns the asset includesanalyzing transactions recorded on the blockchain.
 8. The system ofclaim 1, wherein transferring the ownership of the asset to the secondplayer is responsive to a purchase by the second player of the asset. 9.The system of claim 1, wherein the first type of usage of the assetincludes recreating video information based on information that has beencaptured at the occurrence of the given moment in the game.
 10. Thesystem of claim 1, wherein the first user-controlled character iscontrolled by the first player, and wherein the given moment in the gameoccurred to the first player.
 11. A method for tokenizing gameplay thathas occurred in a game, wherein the game is being played by users of anonline gaming platform, wherein the users include a first player and asecond player, wherein the first player controls a first user-controlledcharacter in the game, the method comprising: establishing one or moreconnections between one or more servers and one or more client computingplatforms associated with the users, the one or more client computingplatforms including a first client computing platform associated withthe first player, wherein a first connection is established between theone or more servers and the first client computing platform; creating anasset that represents a set of rights pertaining to an occurrence of agiven moment in the game, wherein the given moment includes a transitionfrom a first user game state to a second user game state that hasoccurred to the first user-controlled character, wherein the set ofrights includes a first right to a first type of usage of the asset;recording, on a distributed ledger, ownership of the asset as beingowned by the second player, wherein the distributed ledger is ablockchain; receiving, via the first client computing platform, arequest from the second player for using the asset according to thefirst type of usage, wherein approval of the request requires theownership of the asset; and responsive to the second player owning theownership of the asset, approving the request.
 12. The method of claim11, wherein the first type of usage of the asset includes replayingvideo information that has been captured at the occurrence of the givenmoment in the game, wherein the video information depicts the occurrenceof the given moment in the game.
 13. The method of claim 11, wherein theone or more client computing platforms further include a second clientcomputing platform associated with the second player, wherein the secondplayer controls a second user-controlled character in the game, whereinthe set of rights further includes a second right to a second type ofusage of the asset, wherein the second type of usage of the assetincludes replaying the game from the first user game state to the seconduser game state as the given user-controlled character, the methodfurther comprising: receiving, via the second client computing platform,an additional request from the second player for using the assetaccording to the second type of usage; presenting the game depicting thesecond player replaying the game from the first user game state to thesecond user game state as the second user-controlled character.
 14. Themethod of claim 11, wherein the one or more client computing platformsfurther include a second client computing platform associated with thesecond player, wherein the second player controls a seconduser-controlled character in the game, wherein the set of rights furtherincludes a third right to a third type of usage of the asset, whereinthe third type of usage of the asset includes replaying the gameinteractively from the first user game state to the second user gamestate as a user-controlled character controlled by a player that isrecorded as owning the asset, the method further comprising: receiving,via the second client computing platform, a given request from thesecond player for using the asset according to the third type of usage;and presenting the game depicting the second player interactivelyreplaying the game from the first user game state to the second usergame state as the second user-controlled character.
 15. The method ofclaim 11, wherein recording the ownership of the asset is performedthrough a transaction on the blockchain.
 16. The method of claim 11,further comprising performing a verification pertaining to the ownershipof the asset.
 17. The method of claim 16, wherein verifying that thesecond player owns the asset includes analyzing transactions recorded onthe blockchain.
 18. The method of claim 11, wherein transferring theownership of the asset to the second player is responsive to a purchaseby the second player of the asset.
 19. The method of claim 11, whereinthe first type of usage of the asset includes recreating videoinformation that has been captured at the occurrence of the given momentin the game.
 20. The method of claim 11, wherein the firstuser-controlled character is controlled by the first player, and whereinthe given moment in the game occurred to the first player.